Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential - Recent
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Research article Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021 © Author(s) 2021. This work is distributed under the Creative Commons Attribution 4.0 License. Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential Edward G. McGowan1 and Jazmin P. Scarlett2,a 1 School of Geography, Geology and the Environment, University of Leicester, Leicester, LE1 7RH, Leicestershire, United Kingdom 2 independent researcher a formerly at: School of Geography, Politics and Sociology, Newcastle University, Newcastle upon Tyne, NE1 7RU, Northumberland, United Kingdom Correspondence: Edward G. McGowan (emcgowan1@hotmail.co.uk) Received: 26 September 2020 – Discussion started: 5 October 2020 Revised: 8 December 2020 – Accepted: 22 December 2020 – Published: 4 February 2021 Abstract. Volcanoes are a very common staple in main- curate volcanic features and each would vary from game to stream video games. Particularly within the action–adventure game. The visual aesthetics of these features are usually very genres, entire missions (e.g. Monster Hunter: Generation realistic, including lava, ash fall and lahars. However, the Ultimate, 2018) or even full storylines (e.g. Spyro: The inaccuracies or lack of representation of hazards that come Reignited Trilogy, 2018) can require players to traverse an with such features, such as ash-related breathing problems active volcano. With modern advancements in video game or severe burns from contact with molten lava, could have capabilities and graphics, many of these volcanic regions great negative impacts on a player’s understanding of these contain a lot of detail. Most video games nowadays have deadly events. With further investigations assessing the direct gameplay times in excess of 50 h. The Legend of Zelda: impact on the general public, there is an opportunity to cor- Breath of the Wild (2017), for example, brags a minimum rectly assess how to incorporate the use of mainstream video of 60 h to complete. Therefore, players can spend a substan- games in educational systems and outreach. tial amount of time immersed within the detailed graphics and unknowingly learn about volcanic traits while playing. If these details are factually accurate to what is observed in 1 Introduction real-world volcanic systems, then video games can prove to be a powerful learning tool. However, inaccurate representa- 1.1 Commercial off-the-shelf vs. educational video tions could instil a false understanding in thousands of play- games ers worldwide. Therefore, it is important to assess the accu- racies of volcanology portrayed in mainstream video games Video games can be categorised into different groups, based and consider whether they can have an educational impact on on playable design, graphic style or genre. The focus of this the general public playing such games or whether these vol- investigation will be on mainstream or commercial off-the- canic details are overlooked by players as they focus solely shelf (COTS) video games as opposed to educational games. on the entertainment factor provided. We have therefore re- Educational games have been intentionally designed to teach viewed several popular commercial video games that contain the player about particular topics. They are often developed volcanic aspects and evaluated how realistic said aspects are with input from teachers to ensure the information included when compared to real-world examples. It was found that all is factually correct, and they sufficiently cover the topic of in- the games reviewed had a combination of accurate and inac- terest. While the use of educational games has been heavily researched (e.g. Oblinger, 2004; Kerawalla and Crook, 2005; Published by Copernicus Publications on behalf of the European Geosciences Union.
12 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Squire, 2005; Van Eck, 2006; Squire et al., 2008; Charsky, game, reaching the higher levels, showed the largest increase 2010; Wiklund and Mozelius, 2013; Lelund, 2014; Chen et in post-test scores. al., 2015; Rath, 2015; Mozelius et al., 2017), most conclude In another example, Pringle et al. (2017) created a foren- that players, particularly children, tend to lose focus or en- sic science educational video game that allowed university thusiasm for such games, nullifying the educational bene- students to conduct a full burial excavation, including doing fits they could provide (Kerawalla and Crook, 2005; Van background research, field reconnaissance and eventual ex- Eck, 2006; Charsky, 2010; Floyd and Portnow, 2012a, 2012b; cavation of potential sites. Feedback from the students stated Lelund, 2014). However, if games are designed and imple- that they found the game to be very useful, engaging and mented appropriately, the opposite effect can happen and im- generally accepted to be an enjoyable experience. However, prove a user’s learning (Mani et al., 2016). COTS games, on some students were concerned about using the game as a for- the other hand, are designed primarily for entertainment and mal assessment, because peers who would struggle with the therefore retain the focus of players for much longer (Squire, technology could suffer poor marks. 2005; Van Eck, 2006; Squire et al., 2008; Floyd and Portnow, One of the major problems with using educational games 2012a; Turkay and Adinolf, 2012; Wiklund and Mozelius, lies within their development. In order to create a video game 2013; Lelund, 2014; Mozelius et al., 2017), with most mod- that has enough factual content to be properly implemented ern COTS games offering numerous hours of gameplay that into a course and is engaging enough for the students, a can exceed 50 h (e.g. Legend of Zelda: Breath of the Wild; considerable amount of time must be invested for the cre- Witcher 3: Wild Hunt; The Elder Scrolls V: Skyrim). COTS ating, trailing and improving of each game (Pringle et al., games also have an advantage over educational games in 2017). In addition to this, many educational games of this their appeal that enables them to reach millions more players style are developed through funded research projects (Mani around the world (Mayo, 2009; Floyd and Portnow, 2012b). et al., 2016; Pringle et al., 2017). As a result, a considerable While the benefits of learning through commercial video amount of funding would be required to mass produce edu- games may not be as obvious or as structured as standard cational games for widespread distribution to schools and/or learning through an educational system, when exposed to sit- universities. uations, such as unplanned tests, students can surprise them- selves with what they have learnt from games such as im- 1.3 Using COTS games to teach STEM subjects proved knowledge of historical events after playing the As- sassin’s Creed series (Kline, 2020). The major downside to COTS games is that because their focus is more on entertainment than education, they can con- 1.2 Using educational games to teach STEM subjects tain numerous unrealistic or inaccurate features, which could instil a false understanding of real-world dynamics within The use of educational video games is becoming an increas- players. Such inaccuracies may be introduced into a game ingly popular concept as a teaching method (Gros, 2007; for a variety of reasons: cost and development times are too Squire, 2008; Lelund, 2014). A key benefit of educational high, lack of research conducted by the developers, or that it games is that they are specifically designed with a tailored provides a higher entertainment value or risk factor than real- content that can be directly implemented within an educa- istic expectations. However, with careful guidance, this issue tional setting. A level system that gets progressively more could easily be overcome (Floyd and Portnow, 2012b). difficult as the student progresses within the game can also Science and scientists themselves are not the most com- allow students to ease into a new situation as they build up mon staples in COTS games, usually showcased as singular their understanding of scientific concepts (Gros, 2015). Util- characters that assign some objectives required to progress ising a video game’s ability to change different controlling (e.g. the academy scholars in the Monster Hunter franchise), factors to generate differing outcomes makes them a power- or the games are developed as niche simulators (e.g. Surgeon ful tool for STEM subjects. Not only do the students gain Simulator). However, there has been some research in the hands-on experience but they can also gain immediate re- representation of science, scientists and other types of people sults, allowing them to explore how varying factors influence in COTS games, e.g. the portrayal of technoscience (Dudo the outcome of experiments. et al., 2014), biotechnology (Murdoch et al., 2011) and the Shute et al. (2013) created an educational game called representation of queer people of colour (Smith and Decker, Newton’s Playground. The game required students to draw 2016). However, this is not to say that realistic science does routes that allowed a green ball to reach a red balloon. Each not exist within standard commercial games of other gen- of the methods that allowed the ball to advance further di- res (e.g. adventure, shooter or racing games). Technologi- rectly obeyed basic rules of physics, including gravity and cal advancements in commercially designed games have al- Newton’s three laws of motion. Statistical analysis not only lowed developers to simulate real-world principles (Mohanty revealed that playing Newton’s Playground led to an im- and Cantu, 2011). This makes games such as Zoo Tycoon, proved understanding of the physics concepts instilled in the Roller Coaster Tycoon, The SIMS and even Angry Birds ex- game but also that the students who engaged more with the cellent candidates for improved learning of STEM-related Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 13 subjects, including mathematics, physics, chemistry and eco- 1.4 Geoscience within video games nomics (Mayo, 2009; Sun et al., 2015; Klopfer and Thomp- son, 2019). Despite the numerous investigations mentioned above, there Mohanty and Cantu (2011) used commercial PlayStation- have been very few specifically targeting geoscience-related 3 games to teach physics to undergraduate students. Tak- learning via video games. Chen et al. (2015) tested a self- ing examples from games like Shaun White Skateboarding, designed role-playing game (RPG), which was heavily fo- students were asked to measure the speed of the character, cused on geoscience-themed research, to help students with and in Little Big Planet, students calculated the motion of their curricular learning. From the results, they found there to projectiles launched from cannons they could build within be no significant statistical difference in the scores between the game. At the end of the study, comments from the par- groups of students who played an RPG game compared to ticipating students positively supported the notion of using those who did not. However, as this was an educational game video games as a teaching method. Many liked the ability as opposed to a COTS game, the lack of knowledge gained to gain direct, first-hand experience of scientific concepts, by the students may be due to the style of the game not being and the study even led to tangential learning in one student, entertaining and engaging enough (Chen et al., 2015). who noted how inaccurate the physics mechanics of the main Another geoscience-related educational video game cre- character in God of War were by breaking the first law of ated was St. Vincent’s Volcano, created by Mani et al. (2016). Newtonian mechanics. Developed as an educational game, St. Vincent’s Volcano was Research by Gampell and Gaillard (2016) used a mixture intended to be used to enhance volcanic hazard education and of disaster education-oriented video games (Stop Disasters, communication to local communities around the real-world Disaster Watch, Inside Haiti and Earthquake Response) and volcano La Soufrière, located in the Lesser Antilles. Candi- two COTS games which have disaster elements (Fallout and dates (both students and adults) took a quiz prior to playing SimCity) to see how they instil disaster awareness and portray St. Vincent’s Volcano to establish a current understanding of hazards, vulnerabilities, capacities, disasters and disaster risk local volcanic hazards. Afterwards they took part in a 6-week reduction, as well as game content, player motivation, skill trial period playing the game before retaking the quiz. The re- building and social interactions within these games. Simi- sults showed an increase of over 10 % in the post-test results lar to the argument of this paper, findings suggest that video compared to pre-test results, as well as a genuine increase in games have the potential to be positive learning tools to rein- the candidate’s interest in volcanic hazards, both amongst the force disaster risk reduction messages. A more recent study students and adults. used constructivist learning theory to explore the ability of More recently, Hut et al. (2019) compared whether geosci- “serious” disaster video games to create student participation entists or non-geoscientists had a greater ability to determine in learning within schools, and findings state that teaching whether a landscape was real in a video game. The prompt and learning processes for both teachers and students need to behind the study was related to vast improvements in video be considered more in terms of the pedagogic process for the game graphics, allowing for more wondrous natural environ- ability of students to enable deeper discussions and engage- ments (Legend of Zelda: Breath of the Wild, Middle Earth: ment with the curriculum (Gampell et al., 2020). Shadow of Mordor, Red Dead Redemption), and the amount The Science Hunters project (Hobbs et al., 2019) utilised of time players spend immersed in said games could pose the popular COTS game Minecraft to engage children in sci- as an opportunity for tangential learning (Hut et al., 2019). entific subjects, including plant biology, animal adaptation, While geoscientists were able to correctly identify more im- volcanology, flood management and much more. In the case ages as being virtual or real than non-geoscientists, the re- of animal adaptations, children were tasked with creating sults suggest that non-geoscientists are still capable of deter- an animal that had adapted to particular habitats, using the mining the difference to an extent that the potential of erro- building blocks Minecraft provided. They would then have to neous learning (the learning of wrong or false information in explain their choices, such as using orange coloured blocks the belief that it is correct) is low. Therefore, this suggests to camouflage the creature in an orange-sand desert. that there should be no risk in tangential learning of geologi- COTS games cannot be used to completely replace stan- cal concepts even if incorrectly presented in a video game. dard teaching methods as they will not be structured or in- As briefly mentioned above, one of the major negative depth enough to cover a full syllabus. However, if correctly sides to using COTS games as a form of tangential learning implemented to facilitate sessions as they have been done in is that they can often contain inaccurate features that would the examples above, then the positives can be of great bene- misinform players and lead to erroneous learning (Rath, fit to both students and staff involved (Van Eck, 2006; Floyd 2015; Mozelius et al., 2017; Hut et al., 2019). This could and Portnow, 2012b). be due to a number of reasons, from the developers not fact- checking their sources to the game being more entertaining when aspects are exaggerated. Previous research by Parham et al. (2010, 2011) has already highlighted several volcano- topic areas where Hollywood films such as The Core have https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
14 E. G. McGowan and J. P. Scarlett: Volcanoes in video games led to false understanding of our planet and volcanic erup- formation in these games is not fact-checked, how much of tions in students. This includes the belief that atmospheric this information is scientifically accurate? For the purpose of changes can trigger volcanic eruptions and that said volca- this research, the investigation shall focus on volcanic sys- noes are only found in tropical environments (Parham et al., tems and features found within video games. 2010). Therefore, it can be assumed that popular video games The hypothesis is that there will be a range of volcanic fea- could also have a similar impact on a student’s understanding tures represented. With volcanic regions being so prominent of volcanic systems found within COTS games. in COTS video games and volcanoes presenting a multitude This paper is part one out of two, focusing on an overview of hazards in the real world, developers have access to a di- of COTS video game educational potential. The second part verse pool to create unique environments and levels that will of the investigation will be to explore what people do learn set them apart from other volcanic regions in other games. whilst playing COTS games. The aim of this investigation However, it is not expected that all of these volcanic features is to identify areas of volcanic features that are common would be realistic, as COTS video games are designed with within COTS video games and apply real-world context to entertainment in mind. They allow players to venture into said features in order to determine how realistically they virtual fantasy realms beyond the limits of our own world. are presented. This will help to (1) highlight areas within Therefore, many volcanic features found within the video volcano-related teaching where players may pick up erro- games could be shaped into captivating landscapes or ma- neous learning and (2) promote various COTS games to in- nipulated to provide a challenging yet achievable task. crease their enthusiasm towards the subject and encourage further tangential learning (Floyd and Portnow, 2012b). The 2 Method latter would not only have benefits within an academic teach- ing environment but also for outreach events. To determine which volcanic features commonly occur in COTS video games, a variety (11 in full and several partial 1.5 Potential for self-learning reviews to date) of video games from popular franchises and titles were selected, including The Legend of Zelda, Poké- Outside of the education system, video games have an amaz- mon, Spyro, Tomb Raider and Minecraft. These games span ing potential to stimulate self-learning. There are two partic- an assortment of consoles, played on the Nintendo Switch, ular types of learning that can be induced from playing COTS Xbox One and PC. Each game was chosen because it con- games. Tangential learning is the process of self-educating tains known extensive volcanic regions or levels that could oneself through exposure to a topic in a context that they al- be interacted with to make observations on the geological ready enjoy (Floyd and Portnow, 2012a, b). This can include features found. Additionally, as with most COTS games, the a range of outputs from watching films and documentaries to games have all been developed with player entertainment in playing sports or games. With video games being so popu- mind, as opposed to primarily educating them. lar with millions of people around the world, the use of tan- Numerous hours were spent exploring the maps and lev- gential learning by playing such games could prove to be a els that contain volcanoes and looking at features including powerful tool for encouraging student interaction or boost- texture, graphics, and flow mechanics of lava (both molten ing public engagement. God of War, for example, has the po- and solidified); shape and eruption style of the volcano; haz- tential to interest players in Greek mythology as the players ard assessment and impact on local populations; and more. interact with various Greek deities and other mythological With each example, comparisons were made against the vi- beings (Turkay and Adinolf, 2012). sual representation in the video game to real-world examples. Incidental learning refers to learning that is unplanned and In cases where the game shows inaccurate representations, often unconscious in nature, which develops through engag- corrections were provided. ing in tasks or activities. In regard to video games, players can become so focused on completing missions or drawn into Selecting video games the storylines that they do not register what they are learning at the same time. Assassin’s Creed 2 is set in Italy during the Beyond the main requirement of the video games being pop- Renaissance, with several maps that allow the player to fully ular COTS games, we made sure to include a broad range of explore the cities and learn about culture, politics and histor- game styles. Whilst most of the games we have chosen are ical events of the time while progressing through the game’s part of the role-playing game (RPG) and action–adventure storyline (Turkay and Adinolf, 2012). genres, there is a fair representation of the current commer- It is this potential for self-learning outside of educational cial video game market. However, video games also come environments, where the games are not forced upon the play- in multiple forms: single-player, multiplayer, online, open ers, that has seen the least amount of analytical attention and world, linear story, etc. Each variant changes the gaming ex- therefore is the basis of exploration in this study. How much, perience and as such would alter the way the player would as players, do we truly learn while casually playing a com- learn. For example, in multiplayer games, a number of play- mercial video game for entertainment? And, because the in- ers will work together towards a common goal. Single-player Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 15 gameplay, on the other hand, will see an individual solve a 3.3 Tephra problem on their own. It is therefore essential to cover such The most common representation of tephra in COTS video a range in order to understand how COTS games can be best games is in the form of volcanic ash. While less synony- utilised for educational purposes. mous with volcanoes than lava flows, volcanic ash is still a very common product of real-world volcanic eruptions (e.g. 3 Volcanic features within COTS games Eyjafjallajökull, Iceland, 2010, and Taal, Philippines, 2020). From a developer’s point of view, volcanic ash is an easy vol- 3.1 Volcano shapes and styles canic aspect to edit into a game via a particle effect, as seen in In the real world, volcanoes can come in a range of shapes Pokémon Emerald (2005), The Legend of Zelda: Breath of the and styles (shield, stratovolcano, caldera, fissure, etc). What Wild (2017) and LEGO Marvel Superheroes 2 (2017; Fig. 5 is found in video games is a preference towards stratovolcano and Video Supplement 1). In the real world, volcanic ash or caldera styles (Table 1), and a definite lack of volcanic can have detrimental effects on both social impacts (halting styles such as shield or fissure. In most cases, in-game stra- air traffic, collapsing roofs or destroying crops; USGS, 2019) tovolcanoes are very large and steep sided and tower over the and direct human health (respiratory problems and skin and landscape compared to real-life counterparts (Fig. 1). When eye irritation; Horwell and Baxter, 2006). Despite the com- the games require a volcano to cover a large area, they tend mon occurrence of volcanic ash in the games, these issues to opt for calderas (The Legend of Zelda: Breath of the Wild, were rarely seen within the video games that were explored 2017 and Subnautica, 2018). As calderas are usually exten- for this investigation. The best example found was within sive, from 1 × 1 km to 40 × 75 km (Cole et al., 2004), this Pokémon Emerald (2005), where the volcanic ash produced is an understandable choice for developers. Whilst shorter by the volcano Mt. Chimney was causing local residents to volcanoes may not look as dramatic as taller ones, they nat- wheeze and cough due to breathing in volcanic ash for a pro- urally produce larger-scale lava flows or fields (e.g. Kı̄laeau, longed amount of time (Fig. 6). Hawai’i, or Laki, Iceland) that are better attuned to the com- Lava bombs are another recurring volcanic feature, usu- mon video game representations of lava. ally added as an additional hazard that players must avoid while traversing the stage (e.g. The Legend of Zelda: Twi- 3.2 Lava flows light Princess (2006), Spyro: Ignited Trilogy (2018), Crash Bandicoot (2018)). In the real world, lava bombs are a serious Lava flows are found to be the most represented volcanic threat to those within range. Some video games do take this feature within video games, appearing in nearly everyone risk seriously and directly apply the same level of severity reviewed (Table 1). Each depiction of lava flows was rea- (Table 2). If a player’s avatar is hit by a lava bomb, they can sonably aesthetically accurate, including evidence of high instantly die, usually respawning them at the previous save viscosity and cooling surfaces (Fig. 2a). Even in the cases point (Video Supplement 2, Sea of Thieves, 2018). However, of solidified lava, pillow lavas (Fig. 2c), ropey pahoehoe in some games particularly aimed at a younger audience, the (pāhoehoe) (Fig. 2b and d) and columnar textures (Fig. 2e) realism is reduced to make the level difficulty more appro- could be found, adding to the different forms that players can priate for players. They do this by having the avatar only learn about. The accuracy of the detail in each video game take some health damage and sometimes stumble backwards feature can be seen when compared to real-world examples but ultimately get back up again and continue on the path, of the same features (Fig. 2f–h). dodging any further flying projectiles (The Legend of Zelda: Rivers of flowing lava or lava lakes, on the other hand, tend Breath of the Wild, 2017). to be more exaggerated, either in their sheer size or length. Pyroclastic density currents (PDCs) are the least repre- The Legend of Zelda: Breath of the Wild (2017), for exam- sented of the tephra volcanic hazards within COTS video ple, boasts a two-tiered caldera, called Death Caldera (Death games. In the real world, PDCs are one of the most, if not the Mountain). That volcano has two caldera rims, both over- most, dangerous hazards a volcano can produce. They are flowing with lava flows to such a scale that it is unfeasible in also a phenomenal spectacle to watch as a cloud of molten the real world (Fig. 3). Or in the case of Subnautica (2018), rock and superheated gases avalanche down the slopes of the lava was found to be flowing underwater at temperatures a volcano. Despite the potential excitement and risk a PDC and colours found on the surface (Fig. 4), instead of quench- could provide in a video game, they are sorely lacking. The ing and forming pillow lavas, which is what it does in the real only hint of a PDC evident was in the artistic design of world (Fig. 2f). the cliffs surrounding some of the volcanic zones in Mon- ster Hunter: Generations Ultimate (2018; Fig. 7a). However, this is only an assumption made based on visual observations when compared to a real-world example (Fig. 7b). A virtual PDC has yet to be seen in motion. https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
16 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Figure 1. Stratovolcanoes in Monster Hunter: Generations Ultimate © Capcom (2018; a), The Shadow of the Tomb Raider © Eidos- Montréal (2018; b) and LEGO Marvel Superheroes 2 © TT Games Ltd (2017; c); aerial view of the stratovolcanoes Volcán de Colima (foreground) and Nevado de Colima (background) in Colima, Mexico (Edward McGowan, 2018; d); view of active Las Cańadas summit from within Caldera de las Cańadas, Tenerife (Edward McGowan, 2016; e). 3.4 Lahars 3.5 Volcanic gas emissions Lahars are slurry mixtures of volcanic material, debris and Volcanic gases are by far the least represented aspect of water (or ice), which are highly erosive and damaging, can volcanology, with barely a mention of them within the flow over gentle gradients, and inundate areas far away from video games tested. However, in The Shadow of the Tomb their sources, making them a distal volcanic hazard people Raider (2018), there is a sequence where the volcanic haz- sometimes do not anticipate (Wallace and Iverson, 2015). ard is volcanic haze, tephra or a mixture of the two (Fig. 9), Whilst a common volcanic hazard for volcanoes that are ice which results in the character covering their mouth, cough- or glacier capped (e.g. Nevado del Ruiz, Columbia and Mt. ing, receiving slow damage and eventually leading to death Rainier, USA), have a crater lake present (e.g. Taal Volcano, if lingering for too long. However, the confusion and perhaps the Philippines, and Mt Ruapehu, New Zealand), or are loca- misinterpretation of not being entirely clear if it is volcanic tions that experience heavy rainfall (e.g. Volcán de Colima, haze or tephra could diminish tangential and/or incidental Mexico and La Soufrière, St. Vincent and the Grenadines), learning. This is disappointing, because there is a very large lahars only feature in The Shadow of the Tomb Raider (2018; portion of volcanological research being conducted on gas Fig. 8 and Video Supplement 3), being a sequence that must emissions to further our understanding of predicting erup- be traversed in order to progress in the game. The mechanics tions, volcanic effects on climate and more. Without the in- of the large flow itself were realistic, with the understand- clusion of volcanic gases in COTS video games, many play- ing of the dynamics between the ratio of sediment and water ers may never understand their importance. content and its bulldozing power by destroying property and infrastructure. However, the sudden opening of large cracks and gaps subtracts from the realism of how lahars interact with the environment. Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 17 Table 1. A summary of volcanic features in individual COTS video games. Features are colour-coded based on if they are realistic (green), unrealistic (orange), or both realistic and unrealistic (blue) and if there was insufficient data to determine accuracy (yellow) or not applicable due to no examples (N/A; white). https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
18 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Table 1. Continued. 4 Discussion power lava flows hold, it is always one to captivate an audi- ence. There is also the danger that lava flows pose. Burning 4.1 Overall volcanic representation at hundreds of degrees Celsius, lava flows can destroy any- thing in their path, creating a great risk factor that developers There is no doubt that volcanoes within video games provide can readily implement into their games for an added level of entertaining, challenging and popular levels, appearing in nu- difficulty. Taking all of this into account, it is easy to see why merous respected franchise COTS games. Because of this, they are such a staple in COTS video games (Fig. 10). How- millions around the world will ultimately become immersed ever, it is the comparison between the appearances of vol- within these volcanic landscapes (rich in real-world features) canic features to those of volcanic hazards that highlights a on a regular basis for a considerable number of hours. problematic area (Fig. 10), not only in the number of realistic What was found through playing such games is that there to unrealistic encounters but also in the number of encounters was no “perfect” game in regard to the portrayal of volcanic overall. In total, there are 78 representations of eight common features. Each game had a mixture of realistic and unrealistic volcanic features (Fig. 10a), and of these, 35 are portrayed in features (Tables 1 and 2; Fig. 10). In most cases of unrealistic a realistic manner. In contrast, there are only 31 representa- features, they tend to be exaggerated, such as oversized stra- tions of six common volcanic hazards (Fig. 10b), and only tovolcanoes and large volumes of lava being constantly pro- seven of them were realistically portrayed. duced (Table 1). Whilst this does result in very stereotypical There are many potential reasons for developers focusing landscapes that all people will be able to recognise as “vol- more on the visual aesthetics of a volcano than the hazards. canic”, it could also lead to a false belief that all volcanoes One could be that the costs of implementing the damage me- are of this shape and always have lava flows pouring out of chanics are not seen as worthwhile. For example, PDCs are them, which is far from the truth (Siebert et al., 2015). These immense, catastrophic events that would require a great deal exaggerations may be included to improve the entertainment of animation development, potentially requiring a very dra- and excitement factor of the gaming experience, ruling that matic moment of a story and even a cutscene to incorporate to be more important than making them more realistic (Hut one. This would explain their low representation rate within et al., 2019). the video games. When it comes to the representation of volcanic features Another reason could be that as video game graphics are in the minds of the wider public, lava flows are synonymous improving, especially in more modern video games, the de- with volcanoes. From the orangey-red glow to the natural Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 19 Figure 2. Lava surfaces in Monster Hunter: Generations Ultimate © Capcom (2018; a), ropey pahoehoe textures in LEGO DC Super- villains © TT Games Ltd (2018; b), pillow lavas in Subnautica © Unknown Worlds Entertainment (2018; c), more ropey pahoehoe textures in Assassin’s Creed Odyssey © Ubisoft (2018; d) and columnar textures in The Elder Scrolls: Skyrim © Bethesda Game Studios (2016; e). Real-world examples of pillow lavas (Keoea Seamount, NOAA, 2015; f), ropey pahoehoe textures (Hawaii, Lis Gallant, 2013; g) and basaltic columnar textures (Iceland, Edward McGowan, 2014; h). velopers want to focus on making the games more visually emissions, in particular the risks both of these ejecta can immersive, believing this is more important for players than cause. This is owed to the poor representation of the two top- their characters taking realistic damage. ics within the COTS video games (Fig. 10), with volcanic ash The topics that would initiate the least amount of tangen- often only presented as a particle effect and nothing more. As tial learning, despite their importance within volcanological a result, players would be more likely to forget about the vol- geoscience, would be towards tephra fall deposits and gas canic ash, ignoring it in a style similar to “banner blindness” https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
20 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Figure 3. The two-tiered caldera of Death Mountain in The Legend of Zelda: Breath of the Wild © Nintendo (2017). (Hervet et al., 2010) instead of gaining an interest in vol- travelling to certain biomes or obtaining materials. One such canic ash and prompting self-education into how it is formed entry is about how the map is situated within the crater of an and the major health risks it poses to life (or even the envi- active caldera that collapsed thousands of years prior. With ronmental benefits). Volcanic gas emissions are most likely the use of in-game encyclopedias, players have the choice to underrepresented due to their general colourless appearance, access the information at any time, without having to stop making them very difficult to visually implement within a playing at critical moments to actively research about the video game environment. Therefore, it may be necessary to volcanic features they have just discovered. This not only refocus the educational curriculum if COTS games are to be provides easily accessible information but does not hinder used to include more on volcanic ash and volcanic gas emis- the entertainment factor of the gaming experience (Van Eck, sions to ensure a well-rounded knowledge of volcanoes and 2006; Floyd and Portnow, 2012a). to develop the ability for students to self-analyse their obser- Another method observed is the use of non-essential, non- vations, such as asking them to hypothesis real-world risks playable characters (NPCs) that players do not need to inter- within games (Van Eck, 2006; Parham et al., 2011). act with to progress; however, if placed near an interesting feature, they can provide further information about it when spoken to. Within Pokémon Emerald (2005; Figs. 8a and 9), 4.2 Incorporating learning within video games if players talk to NPCs on the slopes of Mt. Chimney or along In-game tangential learning is an extremely effective way to Route 113, they will speak about the nearby active volcanic utilise COTS video games. For example, Subnautica (2018) crater and the volcanic ash that it produces. However, it is has an in-game encyclopedia that registers information when vital that the information provided within the games are fac- Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 21 Figure 4. Underwater lava flows in Subnautica © Unknown Worlds Entertainment (2018). Figure 5. Volcanic ash visual effects in Pokémon Emerald © The Pokémon Company (2005; a), The Legend of Zelda: Breath of the Wild © Nintendo (2017; b) and LEGO Marvel Superheroes 2 © TT Games Ltd (2017; c). tually correct; otherwise, players could take this information vides facts about Spartan history, Greek mythology, the cul- to be true (Parham et al., 2011). While the NPCs in Pokémon ture and major events that all tie into the time setting of the Emerald (2005) are very vocal about the falling ash, their game (Brouwers, 2018). However, just like the potential use lack of concern about ash-related health risks could easily of NPCs, it is vital that these quick facts are indeed factu- lull players into a false understanding of real-world hazards. ally correct. Otherwise, this would become another situation Some video games have even made use of loading screens where commercial games would instil false understanding in to add in quick facts while the player waits for the game to players. progress. These often cover game tactics and tips; however, they can also include information related to the setting of the game. For example, Assassin’s Creed: Odyssey (2018) pro- https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
22 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Figure 6. The effects of volcanic ash from the volcano Mt. Chimney on local residents in Pokémon Emerald © The Pokémon Com- pany (2005). 4.3 Impact of incidental learning vide even greater benefits by discussing and reassuring them that they are on the right path. Incidental learning has a greater impact on erroneous learn- How different COTS video games are utilised within the ing with players unconsciously picking up details about vol- education system would greatly depend on the age of the canoes, such as the underwater flowing lava in Subnau- intended audience, their mentality to learning and their re- tica (2018), and without any direct in-game tangential learn- quired curriculum. Examples of how COTS games can be ing mechanisms to correct them; they could easily believe utilised are as follows. Children-friendly games such as these errors to be factual. Repetitive erroneous incidental Minecraft (2009), which have access to multiplayer environ- learning from non-traditional sources such as video games ments, can make for the perfect type of game to get students has statistically proven to lower the level of one’s understand- within primary education interested in geoscience. The open- ing about volcanic systems (Parham et al., 2011). world setting would allow the young students to transverse a pre-made volcano in a group, letting them explore and show their peers different volcanic features that they find. The 4.4 Utilising video games within geoscience lessons would therefore be primarily led by students, with prompts from the teacher that direct students to key features A potential use in the education system could be to em- when necessary. Maps on Minecraft (known as “seeds”) can ploy a style of facilitated learning. Differing from the other also be shared with others, meaning the different volcanic or types of learning previously mentioned, facilitated learning geological maps could easily be distributed to numerous in- encourages the students to take more control of their learn- stitutions. ing with the teachers providing resources and getting the stu- Within secondary schools, COTS games can be used as dents to discuss the situation themselves with minimal guid- homework tasks, where the student is asked to find an exam- ance. COTS games would act as the resource, and the teach- ple of a geological feature within a COTS video game of their ers could set assignments to students to play through similar choice and then have to write a short piece on their findings. video games and test their knowledge by getting them to as- Such tasks would allow the students to think outside the box sess the realism of the features found (Van Eck, 2006; Mo- with their learning and apply what they have been taught in hanty and Cantu, 2011), similar to what was done in this in- the classroom to a very different setting. The open choice of vestigation. The idea of asking students to play a video game video games means that students do not have to gain access instead of reading a textbook would certainly prove to be to particular games and instead even use free-to-play games. more popular and therefore potentially lead them to become Teachers as well would not have to make dramatic changes to more invested in their studies, while also improving their crit- their lesson plans as students would be playing the games at ical thinking skills (Parham et al., 2011; Hobbs et al., 2019). home, and yet this would allow said teachers to assess an in- While COTS games have the potential for driving tangential learning, providing students with a little guidance would pro- Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 23 Figure 7. Art design of potential PDC deposits in Monster Hunter: Generations Ultimate © Capcom (2018; a) compared to a real-world example of a dissected pyroclastic density current in Mexico, created by the Volcán de Colima eruption in 2015 (Edward McGowan, 2018; b). dividual student’s understanding of geoscience based on the a group presentation. Single-player games can be used for work produced. individual report-based coursework, acting in a similar way At a tertiary level (university or college), COTS games to the group-based project, where a student would instead can be applied to a wide range of scenarios as the style of write their findings up as a report to be marked by their as- education becomes more dependent of the students them- sessor. This would be similar to the common “field-based selves. Multiplayer games can be used as a form of group- mapping” project that many students experience at univer- based projects, with each group being given a different game. sity, even possibly acting as an additional alternative to the The task would be for the students to work together to in- recently developed “virtual field trips” by the University of terpret geological features found within the games, inter- Leeds (Houghton et al., 2015) and Imperial College London pret their formation (backed up with real-world examples (MacKay, 2020). Such programs have been designed for stu- they have researched) and then compile their findings into https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
24 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Table 2. A summary of volcanic hazards in individual COTS video games. Features are colour-coded based on if they are realistic (green), unrealistic (orange), or both realistic and unrealistic (blue) and if there was insufficient data to determine accuracy (yellow) or not applicable due to no examples (N/A; white). Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 25 Table 2. Continued. dents who are unable to go into the field for personal reasons complete the level. More COTS video games are also being (e.g. disabilities or health risks). developed for virtual reality (VR). If outreach events were to Public outreach is becoming increasingly important within utilise such VR games, players could become fully immersed the geoscience community, forming a core component of within a geological setting, giving them a more hands-on ex- many geological societies, such as the Geological Society perience than having to stand by and listen to complex ge- of London, the European Geosciences Union (EGU) and the ological information from a presenter. The experience can American Geophysical Union (AGU) to name a few. How- even enable tangential learning as they can conduct follow- ever, while using traditional methods of publicly accessible up research after the outreach event (Mohanty and Cantu, peer-to-peer exchanges such as talks or presentations can 2011; Mani et al., 2016). The greatest benefit of using COTS prove effective, it is becoming evident that new, more modern video games in this circumstance is that they have already methods may serve to enable wider public communication been designed to be accessible and understandable for a large (Research Councils UK, 2008; Redfern et al., 2016; Stewart audience by communicating information with less technical and Lewis, 2017). This is where video games can be used to jargon in an engaging manner, which is how geoscientific attract the public, using a medium they already understand information for the public needs to be presented (Donnelly, and enjoy, and allow them to directly engage in geoscientific 2008; Stewart and Lewis, 2017). In regard to volcanologi- learning through playing. When attending events such as sci- cal geoscience, many people do not have easy access to ac- ence fairs, members of the public can be given controls to in- tive volcanism, making COTS games an incredibly accessi- dividual games, allowing them to explore while geoscientists ble way for people to interact with it in a relatively cheap explain different features that are shown in a setting they are (compared to costs involved in travelling to the site), engag- more familiar with. Single-player games with open worlds, ing and safe approach (Oblinger, 2004). such as The Legend of Zelda: Breath of the Wild (2017), would serve as a perfect example to use, as the public would be free to roam, and the lack of objectives means that can come and go as they please without a feeling of pressure to https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
26 E. G. McGowan and J. P. Scarlett: Volcanoes in video games Figure 8. Lahar sequence in The Shadow of the Tomb Raider © Eidos-Montréal (2018; a–d) compared to a still image of a lahar in full flow down a barranca at the base of Volcán de Colima, Mexico (Edward McGowan, 2018; e). Figure 9. Tephra and volcanic haze visual effects in The Shadow of the Tomb Raider © Eidos-Montréal (2018). 4.5 Considerations with implementing video games many people might not have access to them. This is certainly within geoscience education a concern with more modern games that are becoming in- creasingly more expensive to purchase due to the higher de- The implementation of video game learning is not without its velopment costs to make the games more immersive. Con- hurdles. People would need to be mindful that many COTS siderations must also be taken into account in regard to the games and the devices that operate them are expensive, and Geosci. Commun., 4, 11–31, 2021 https://doi.org/10.5194/gc-4-11-2021
E. G. McGowan and J. P. Scarlett: Volcanoes in video games 27 Figure 10. The count of volcanic features (a) and of volcanic hazards (b) found within the COTS video games reviewed, displaying whether or not they were portrayed in a realistic or unrealistic manner. age ratings assigned to each game. The games we reviewed ity with both gaming in general and towards specific gaming covered a range of age ratings, showing that there are games titles or genres. For those who have more experience with suitable for all, such as Pokémon Emerald (2005), which has playing COTS games, they will have an advantage with un- an age rating of 3+ and so would make it suitable for pri- derstanding the game mechanics, controls, level set-ups and mary education level teaching. However, The Shadow of the more. This advantage could make learning through video Tomb Raider (2018) has an age rating of 18+, meaning it games more appealing to individuals. In contrast, those who would not be suitable for educational purposes for students are unfamiliar with gaming could find such tasks difficult and until tertiary level. so become a less appealing method of learning (Pringle et There are also many cultural and social factors that influ- al., 2017). Also, if the teachers are not familiar with playing ence gaming experiences and therefore the educational expe- video games, they may have to spend a number of hours fa- riences as well. One example would be a player’s familiar- miliarising themselves with gameplay and testing the games https://doi.org/10.5194/gc-4-11-2021 Geosci. Commun., 4, 11–31, 2021
28 E. G. McGowan and J. P. Scarlett: Volcanoes in video games to see if they are suitable for their teaching purposes before academia and in outreach projects). The second part of the using them (Gros, 2015). As a result, video games could be investigation on the learning potential of COTS games for seen as too much effort to implement to some educators. volcanology will be to explore what people do learn. With Another consideration would be the ease of accessing par- further investigations assessing the direct impact on players, ticular areas within the video games. Monster Hunter: Gen- there is an opportunity to correctly assess how to incorporate erations Ultimate (2018), for example, takes a considerable the use of COTS games in geoscience. number of hours of gameplay in order to reach the levels that allow players to visit the volcano. Therefore, to save students from having to spend unnecessary time trying to reach par- Data availability. All data was collected through playing individ- ticular areas, games would have to be chosen that have direct ual video games. We do not have permission from the developers access from the start, or game saves that have unlocked said to share free access to each game. However, they are all publically areas would be required for easier implementation. accessible to purchase. Video supplement. Video Supplement 1: ash particles in the air 5 Conclusion around Death Mountain in The Legend of Zelda: Breath of the Wild © Nintendo (2017), https://doi.org/10.5446/50063 (McGowan and Commercial off-the-shelf video games contain a wide range Scarlett, 2020a). of volcanic features, including lava flows, volcanic ash, lava Video Supplement 2: player being hit by a lava bomb and instantly bombs and even lahars, allowing millions around the world dying in Sea of Thieves © Rare Ltd (2018), https://doi.org/10.5446/ to interact with them in an entertaining environment outside 48881 (McGowan and Scarlett, 2020b). of academia that could induce tangential learning. Video Supplement 3: two sequences of Lara (played character) As expected, these commercial games have a mixture of trying to escape a lahar that rushes past her in The Shadow of accurate and inaccurate features, with none showing to be the Tomb Raider © Eidos-Montréal (2018), https://doi.org/10.5446/ flawless. Because of this, the use of COTS games for tan- 50064 (McGowan and Scarlett, 2020c). gential learning should be done with caution. That is not to say it should be rejected entirely. Accurate features could be used within geoscience, particularly in regard to outreach Author contributions. EGM and JPS conceptualised the project and developed the methodology together. EGM carried out seven work with the general public to capture an audience’s atten- full game reviews, and JPS carried out five full and four partial game tion without presenting misleading information or to teach reviews, with both validating the results together. JPS prepared the about volcanic hazards in a risk-free, engaging environment. figures for the article. EGM prepared the draft and editing of pre- The inaccuracies within the video games tend to be over publication manuscripts with contributions from JPS. exaggerated in order to increase the entertainment factor, ei- ther by creating stunning landscape visuals or increasing the risk factor to provide more of a challenge for players. While Competing interests. The authors declare that they have no con- this could lead to a lack of true understanding towards vol- flict of interest. canic systems, advantages can be taken away from this. One would be to put a greater focus on volcanic hazards such as volcanic ash, volcanic gases and pyroclastic density cur- Acknowledgements. We would like to thank Chris Skinner and rents, which are all areas that are wildly inaccurate at times or Eleanor Armstrong for their constructive feedback during the draft even non-existent and therefore likely to be forgotten or over- stage of the manuscript. looked by students. The other advantage would be to think in We also thank the Volcanic and Magmatic Studies Group terms of tangential learning. The landscapes may be over- (VMSG) community for their support and encouragement when presenting preliminary results during the Plymouth 2019 confer- the-top scenes at times,but they are also enticing to look at ence. and admire. Through enticement, players could be drawn into the appeal of volcanoes and take to other forms of learning platforms to teach themselves more about features they find Review statement. This paper was edited by Steven Rogers and within the games. Education systems could also take advan- reviewed by Ian Turner and Jamie Pringle. tage of this and use the inaccuracies within the video games as tasked assignments through facilitated learning methods. Students could be asked to play through the games, find as References many features as they can and comment on their realism. 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